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Naky posted:Well, time to start the hype machine, I suppose. Awwww, the Galil is the ARM version? And hell yes, an FN FNC, I love that gun. Now to figure out what faction to give it to.
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# ? May 23, 2011 18:10 |
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# ? May 9, 2024 21:50 |
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Naky posted:Funny story about that, I can't get the stupid glowing to work reliably on my end, but I haven't gotten around to troubleshooting or tweaking it yet. Looking forward to if/when you get to it; aside from the glow, the textures could use some work, and the damage they deal is unholy.
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# ? May 23, 2011 18:19 |
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I found a tutorial on the new NV music engine, apparently this is not as easy as previous games to add music: http://wiki.tesnexus.com/index.php/Fallout_New_Vegas_Music
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# ? May 23, 2011 18:40 |
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Sole.Sushi posted:Looking forward to if/when you get to it; aside from the glow, the textures could use some work, and the damage they deal is unholy. Really, I put it in the pack mostly because the author pulled it from Nexus and I know it was fairly popular in the thread here. I had the files lying around but previously decided against putting it in. Honestly though, I won't put a lot of time into it.
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# ? May 23, 2011 19:54 |
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How would I go about taking Graham's armor and separating the bottom half so I could put it on a different outfit? I really like the pants and boots, but I'm not wild on the rest
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# ? May 24, 2011 07:08 |
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You'll probably have to edit the model, then edit the armor's type somehow in GECK.
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# ? May 24, 2011 17:21 |
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Oh. That might be a bit beyond my reach
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# ? May 24, 2011 18:56 |
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Beeb, what kind of an armor do you want? I can't cut models apart or anything but I've got a lot of custom meshes and a few of my own mashups and I could probably produce something to your liking.
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# ? May 24, 2011 19:34 |
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I just want Graham's pants, belt, and boots
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# ? May 24, 2011 19:41 |
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Capn Beeb posted:I just want Graham's pants, belt, and boots Also interested in this; maybe connected to the unique ranger combat armor found in Honest Hearts.
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# ? May 24, 2011 19:44 |
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So McCarran started working as soon as I didn't have an active quest. It worked when I completed some using the console, but doing them normally didn't work, so I don't think it's related to any specific quest. Then again, maybe it's a coincidence and whatever I did at Camp Golf actually fixed things somehow.
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# ? May 24, 2011 19:56 |
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It's not really that hard to chop armour into bits with Blender, but yeah, splitting it up to be actual separate trousers and shirts is a bit hard. The easy way to do it would be to import another armour into Blender and combine the two. 1: Select bits in object mode and either delete wholesale or go into edit mode, control-drag to area select parts, hit delete. 2: Select the skeleton, import->nif->click parent to selected. 3: Repeat the step 1 for new bits. Some fiddling may be required, but just selecting a few things and playing with the movement arrows and scaling will probably be good enough. 4: Export using Fallout 3, Clothing, Cloth settings. 5: Tadaa. Ish.
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# ? May 24, 2011 19:58 |
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I can split the mesh apart pretty easily if you need it done that badly.
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# ? May 24, 2011 20:52 |
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I'd love to have it done, but I'm sure you have things on your plate with the Armory and what not; if you have the time, great, otherwise it's just superflous.
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# ? May 24, 2011 20:57 |
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I'll split it and give it to brainglitch to work with. He's the armorer dude.
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# ? May 24, 2011 21:25 |
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Naky posted:I'll split it and give it to brainglitch to work with. He's the armorer dude. Speaking of which, loving type 3 mirror's edge god drat faith bitch. I'mma get it fixed yet.
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# ? May 24, 2011 21:36 |
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http://dl.dropbox.com/u/21453599/jgrahamedited.7z Inside are the raw object files that you could import into other armors along with edited nif files that contain the separated upper and lower parts of the mesh with the texture data already applied (but the old one pieced mesh is STILL in the file - you will need to delete it eventually). I leave it to everyone else to figure out how to get it to work properly or with other armors, etc.
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# ? May 25, 2011 01:02 |
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So what's the current favoured overhaul? I used to like FWE with WMK for FO3, anything simular for NV? and is there a collection of some of the awesome weapon reskins from this thread?
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# ? May 25, 2011 10:59 |
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Pound_Coin posted:So what's the current favoured overhaul? I used to like FWE with WMK for FO3, anything simular for NV? and is there a collection of some of the awesome weapon reskins from this thread? http://www.newvegasnexus.com/downloads/file.php?id=38285 It's in the first post as well :P
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# ? May 25, 2011 13:50 |
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Pound_Coin posted:So what's the current favoured overhaul? I used to like FWE with WMK for FO3, anything simular for NV? and is there a collection of some of the awesome weapon reskins from this thread? XFO Reactive People Imp's HUD Extended/Timescale Adjuster/Ambient Temperature/More Complex Needs DarNified UI Unified HUD Project Nevada Skies-URWLified Electro-City/Dynavision/Imaginator Arenovalis Texture Replacement The Armory + WAR - Weapon Animation Replacement If you're looking for gameplay overhauls, XFO is probably your best bet. It makes changes to nearly everything, from combat to pacing and skills to economy and item rarity. Best of all, it's extremely modular. Just use what you want and ignore the rest. Stealth overhaul seems like little more than a WIP at the moment unfortunately, but Reactive People could fill that void for you. Imp's Timescale Adjuster is what I use for (surprise) timescale tweaking. Very simple to use and includes options to tweak hunger/thirst/sleep rates, including auto-scale. The same author also made the really sweet HUD Extended. It's best used with DarnUI and Unified HUD Project, the former changing the font and many menus to a more PC monitor-friendly state and the latter simplifying installation and compatibility among them - and several other mods that add optional HUD elements - greatly. His Ambient Temperature mod is needed for HUD Extended as well, I believe. You can also check out his More Complex Needs mod if you're really loving serious about survival-based gameplay and thought Hardcore just wasn't hardcore enough. It's far too unnecessarily complicated for me personally, but it seems to be pretty popular. Here's Imp's Nexus page. Nevada Skies-URWLified + Electro-City/Dynavision/Imaginator is my preferred weather/lighting overhaul combo. They work well together with the right load order and go a long way with sprucing up the visuals. NS-URWLified is for weather effects, including rain, sandstorms, snow, and a bunch of goofy "themes" you'll probably never use but hey they're there; Electro-City adds new lore-friendly lighting stuff like lampposts all across the wasteland (get the discreet signs add-on if you you're annoyed by all the giant masturbatory Electro-City signs everywhere); Dynavision adds a nice pseudo-dynamic depth of field effect for a surprisingly small performance hit; Imaginator is a very deep tool set that adds options for motion blur and allows you to extensively tweak lighting emissions, contrast, and overall coloring to your specific tastes through an in-game options menu and hotkeys. Arenovalis' Weapon Retexture Project is by far the best texture replacement pack out there. Covers almost 30 of the vanilla weapons so far with top-notch retextures and is being updated constantly. If you're looking for a poo poo-ton of new guns to add on top, The Armory - an insanely loaded weapon pack that emerged from this very thread thanks in large part to Naky and Anime Schoolgirl - is an excellent option. Keep in mind that will you need WAR - Weapon Animation Replacement to get some guns to animate correctly. All of those combined amounts to pretty much the perfect overhaul for me. There's a handful of other smaller mods I like to use to round things out (nightvision, bullet time, invisible wall remover, Tailor Maid for post-apocalyptic dolly dress-up time, assorted single weapon mods), but that covers the broad strokes. With the right load order it's all very stable. I haven't had a single crash in roughly 15 hours of game time.
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# ? May 25, 2011 17:05 |
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never mind this I hosed something up
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# ? May 25, 2011 17:25 |
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Horns posted:MODS! I'd also add Ojo Bueno, a series of texture packs that add some beautiful life into a tired wasteland. Look what he did with just the shack! The1DevoidoName fucked around with this message at 12:34 on May 26, 2011 |
# ? May 26, 2011 04:33 |
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Yeah, that guy does some quality work. Fairly obsessive too, it seems like he's already going back and revising earlier texture packs of his that have only been out for a few months.
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# ? May 26, 2011 16:58 |
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http://www.newvegasnexus.com/downloads/file.php?id=42023 Released the Survivalist's Rifle
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# ? May 26, 2011 17:09 |
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Just keep in mind when using high res textures that moderation is key to happiness. Ojo Bueno is great because he mostly textures stuff that appears sparsely and not concentrated in one area, but the prospector saloon pack definitely tested the limits of my rig when entering the area. It's important when using textures to find a happy balance. This doesn't apply to stuff like Arenovalis' textures, which despite looking amazing are actually more reasonably sized than a bunch of other texture packs that look a lot worse.
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# ? May 26, 2011 17:13 |
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SheepNameKiller posted:Just keep in mind when using high res textures that moderation is key to happiness. Ojo Bueno is great because he mostly textures stuff that appears sparsely and not concentrated in one area, but the prospector saloon pack definitely tested the limits of my rig when entering the area. It's important when using textures to find a happy balance. This doesn't apply to stuff like Arenovalis' textures, which despite looking amazing are actually more reasonably sized than a bunch of other texture packs that look a lot worse. And you only see the first person weapon once, so even if it was a really ridiculous resolution the impact would be smaller than environment textures, for instance.
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# ? May 26, 2011 17:20 |
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Arenovalis posted:
As this is the most Canadian of rifles, I salute you
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# ? May 26, 2011 17:34 |
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I just got my new computer setup, NV installed, and about 7 million mods downloaded. I think I've got just about all the bases covered, but I have a couple questions. Is the Community Bugfix Compilation Patch a must have? It seems to fix/change a lot of things, but I'm not sure if for the better. What is everyone here's opinion of it? Also, I need one or two mod recommendations: I hate having to shoot a normal guy 20 times to kill him. I like gun fights to feel dangerous and short lived. Are there any good mod that makes the games combat more blunt/dangerous/fps-like? Also are there any decent blood texture mods or rag doll physics mods? Lastly, I hate how NV deals with faction rep. Is there a mod to balance that whole rep system and make it so it's somewhat logical? Gumball Dad fucked around with this message at 21:14 on May 26, 2011 |
# ? May 26, 2011 21:12 |
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Gumball Dad posted:Is the Community Bugfix Compilation Patch a must have? It seems to fix/change a lot of things, but I'm not sure if for the better. What is everyone here's opinion of it? For what it's worth, I'm only running the latest patch + some overhaul mods (a few from XFO, also FOOK and such) and haven't noticed any bugs or anything gamebreaking. I've never tried the compilation patch though so I have nothing to compare it to.
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# ? May 26, 2011 21:17 |
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Gumball Dad posted:Is the Community Bugfix Compilation Patch a must have? It seems to fix/change a lot of things, but I'm not sure if for the better. What is everyone here's opinion of it? Do not use it. The fact that it is not updated after every patch and indeed has not been updated to reflect the changes of the most current one means that you will be overriding many of the changes made in the most recent official patch if you install it. Unlike other Bethesda games, the community patch in NV has always been behind the curve and kind of lovely.
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# ? May 26, 2011 21:31 |
SheepNameKiller posted:Do not use it. The fact that it is not updated after every patch and indeed has not been updated to reflect the changes of the most current one means that you will be overriding many of the changes made in the most recent official patch if you install it. Thanks for reminding me, actually. I'm pulling it off of the OP.
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# ? May 26, 2011 21:50 |
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Sure thing. Also, Gumball Dad, the answers to many of your other mod questions can be found in the OP as well. Cream-of-Plenty does a great job keeping it up to date.
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# ? May 26, 2011 21:52 |
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Would it be safe to remove the community patch now that I'm about 50% through a game, or would that mess stuff up?
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# ? May 26, 2011 21:54 |
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It would probably be fine. I'm actually surprised you made it that far with that patch, I couldn't get near New Vegas with that thing in.
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# ? May 26, 2011 21:59 |
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You should be relatively okay, I would imagine.
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# ? May 26, 2011 22:00 |
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Periodiko posted:Would it be safe to remove the community patch now that I'm about 50% through a game, or would that mess stuff up? Walk into an enclosed, non outdoor space before you remove it just to be sure you aren't screwing with anything in the general vicinity of your character, and if you want to be really safe wait in-game for 3 days for the world to repop before you leave the building. You should be fine though, and the above is just a "best practice" for removing large mods more than anything else.
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# ? May 26, 2011 22:02 |
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When installing mods, is it best to just use the FOMM package manager to handle all the 7zip files from the Nexus? Like, do I just click on 'open FOMOD' in the package editor and select each rar'ed mod I downloaded?
Gumball Dad fucked around with this message at 22:29 on May 26, 2011 |
# ? May 26, 2011 22:24 |
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Gumball Dad posted:When installing mods, is it best to just use the FOMM package manager to handle all the 7zip files from the Nexus? Like, do I just click on 'open FOMOD' in the package editor and select each rar'ed mod I downloaded? I just open the Package Manager, click Add FOMOD and then point it to your RARs. Unless specific instructions are found in the readme, it'll work pretty much all the time. I even do it for ESP-only mods just because it makes it easy to sort everything out. It even handles multi-part RARs for some mods. Some mods also have separate data and content RARs, I just create separate FOMODs and install them one after the other. Once you're done installing you can let BOSS run from the menu to sort out the order.
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# ? May 26, 2011 22:32 |
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Question: When using Western skies, is it safe to use electro-city? Or should I just go with another sky/weather overhaul? I haven't installed any mods quite yet, just getting ready to.
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# ? May 26, 2011 22:36 |
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# ? May 9, 2024 21:50 |
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As Nero Danced posted:Question: When using Western skies, is it safe to use electro-city? Or should I just go with another sky/weather overhaul? I haven't installed any mods quite yet, just getting ready to. Electro-City shouldn't conflict with weather mods, it only adds lighting nodes to the game and doesn't touch imagespace modifiers or weather effects.
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# ? May 26, 2011 22:38 |